Just wondering what the following command is for. It's probably unused, so doesn't matter, but I came across it whilst looking for a command that would do the SetSpriteUVBorder(sprite,1) trick for textures on a 3D 'sprite'....
SetImageSavePixels(1)
I'm using SetImageWrapU(ID,1) for scrolling textures on water, but now it forces ALL of my textures to be powers of 2. Even when explicitly stating that some images I load (for UI for example) should NEVER wrap, SetImageWrapU(not_scrolling,0). According to the manual this can be done, but doesn't seem true.
Ie. in pseudo code :
// load some UI images of arbitrary sizes:
load UI texture 1
load UI texture 2
load UI texture 3
setimagewrapu(UI1,0)
setimagewrapv(UI1,0)
setimagewrapu(UI2,0)
setimagewrapv(UI2,0)
setimagewrapu(UI3,0)
setimagewrapv(UI3,0)
// load scrolling textures all power of 2 size next :
load water texture
load lava texture
setimagewrapu(waterID,1)
setimagewrapv(waterID,1)
setimagewrapu(lavaID,1)
setimagewrapv(lavaID,1)
This results in an error message for any UI image that is not a power of 2 in size.